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The Favoromancer

AKA Creditors, Doormats.

There’s no kind of leverage more powerful than having someone in your debt. When you really put yourself out for another person, they’re always going to know that they owe you for it. The good news for them is that they don’t actually have to return the favour. The good news for you is that the universe does it for them.

Maybe you were always the sort of person who liked helping others out, or maybe it was more of an acceptance thing and you were just scared of losing friends if you ever said no when they asked you for favours. Either way, you always seemed to find yourself doing things for people, and it tended to be a lot more than they ever did for you. Maybe you were cool with that, or maybe you were afraid of getting pounded if you asked the biggest kid in the class to repay the lunch money he’d “borrowed” from you. But it was all okay. Because you believed. You believed in the Golden Rule, just as your mother had taught you, and you believed in natural justice, and you believed in Kharma when you found out what it meant. Everything would be okay, and everyone would get what they deserved. It had to happen that way, right? Otherwise, the world was just too scary and horrible to think about.
But it didn’t happen that way. You waited and waited and waited, and while you never got your due reward, neither did the people who walked all over you get their just desserts. What’s more, it was happening everywhere. All kinds of vile scumbags were just walking cheerfully away after doing all kinds of vile things, knowing for sure that there wouldn’t be any punishment. You brooded over this a bit too much, and eventually it did your head in. But after that it all made sense. Contrary to what you’d always hoped, the world really was a pile of crap and there was no invisible energy field called natural justice. Maybe, though, putting up with all the crap was the way to deal with it. And when you started doing that, things just started to turn out the way you thought they should. The universe obviously wasn’t going to be settling any scores on its own, so it was time to start dishing out some Kharma of your own.
The problem with Favoromancy is that you must surrender power over yourself even as you gain power over others. You believe that you’re principled, scrupulous and moral, but you must forget these finer qualities if you are to wield the power to give people what they deserve. To become the master of the house, you must also become the doormat.

Blast Style
Favoromancers don’t hurt their victims directly. They make other people do it. Anyone hit by a Favoromancy Blast can end up getting punched, kicked, shot at or stabbled, depending on what’s most convenient for their attackers.

Stats
Generate a Minor Charge: Do a relatively small favour for someone. This could include lending a friend less than $100, or covering the shift of a colleague who wants the day off. It has to be a favour that you could very easily refuse, or even one that’s in your own interests to refuse. It doesn’t count if it’s something that you were planning to do anyway, or that you know will also benefit you.
Generate a Significant Charge: Do someone a very big favour that might very well entail serious inconvenience, danger or loss to yourself. Cover for your best friend by lying to his wife about his affair. Give up a week’s holiday because the boss needs a hand at the office. Pile into a fight to stop a friend getting hurt, putting yourself at risk in the process.
Generate a Major Charge: You have to do something for another person that will radically alter their life for the better while drastically changing yours for the worse. Taking a bullet for your best friend would probably do it. So would going to prison for 5 years to protect your boss, or giving everything you own to a total stranger.
Taboo: You lose all your charges if you refuse a request for help, or if you ever do a favour for someone and ask for something in return. Saying “Here’s the money but I need it back by Friday, okay?” would also violate your taboo. If the other person pays you back and won’t take no for an answer, you only lose the charge that you got from that particular favour. Holding down a job is safe, because it’s implictly understood that you’re working just as much for yourself as you are for anyone else. Note that the morality of whatever you’re being asked to do is not important. You might think it’s a bad idea to buy booze and cigarettes for 12 year-olds, but if they ask you to go into the off-license for them you can’t say no.
Incidentally, it isn’t such a good idea to use your powers around or on people that you know. If they start to get the idea that you aren’t someone to be pushed around, they’ll be less likely to do it. That means less charges for you. Keeping up a reputation for being a complete tool is very important.
Random Magic Domain: Favoromancy is powerful magick for affecting peoples’ ideas about right and wrong, and it grants a lot of control over Kharma on a personal level, rather than a universal one. A Favoromancer can ensure that people get what they deserve, whether that means a reward or a punishment, and compel someone else to do something by getting him to feel that it’s instinctively “right.”
Starting Charges: Favoromancers start off with 5 minor charges.
Charging Tips: A regular job and lots of social connections are very useful for a Favoromancer. If you have lots of friends, casual acquaintances and colleagues who are always needing things done for them, you can probably rack up about 5-10 minor charges a week.Getting significant charges depends largely upon the kind of people you’re willing to associate with and what you’re prepared to do for them. You could, for instance, do very nicely for yourself as the loyal stooge of a vicious, domineering crime boss who doesn’t like getting his own hands dirty.

Minor Formula Spells

Am I Right or Are You Wrong?
Cost: 1 minor charge.
Effect: This works a lot like the Pornomancer spell, You Know You Want It (UA2, p.154). It gives you a +20% bonus to any one social roll that you make when you’re trying to convince someone that you’re right and they aren’t. It works particularly well for moral arguments.

Aren’t You Ashamed of Yourself?
Cost: 1 minor charge.
Effect: The target must make a Self check if he’s done something that you find reprehensible. The level of the challenge is always one higher than the target’s Hardened rating on his Self gauge.

Is This Guy Bothering You?
Cost: 2 minor charges.
Effect: A random person feels obliged to attack the target for you, automatically hitting and doing hand-to-hand damage determined by your successful magick roll. The “attacker” gets to make a Soul check to resist if he’d otherwise be inclined not to do it, and if he passes he has to make a rank-4 Self check on top of that.

Because You Deserve It
Cost: 3 minor charges.
Effect: If the subject of this spell has done a worthy deed that you approve of, you can give him a +20% bonus to a roll when he needs it most. If you don’t like the cut of his jib so much you can make it a -20% penalty instead, which will hit him at the worst possible moment.

You Feel My Pain
Cost: 4 minor charges.
Effect: Cast this spell when someone successfully hits you and inflicts damage (assuming you survive). It reduces the damage by the sum of the dice on your successful magick roll and bounces it straight back at your attacker.

It Should Have Been Me
Cost: 4 minor charges.
Effect: The target of this spell gets your next failed roll, while you get his next successful one.

Significant Formula Spells

Moral Imperative
Cost: 1 significant charge.
Effect: This spell convinces the target that one action suggested by you is absolutely the right thing to do, or that something you disapprove of is totally wrong. You just have to voice your opinion as you cast the spell, and then the target has to make a rank-8 Self challenge if, for some reason, he wants to go against your advice.

I’ll Sort Him Out For You
Cost: 2 significant charges.
Effect: This is the Favoromancy Significant Blast. It works just like Is This Guy Bothering You except that it creates the urge to do really serious damage by whatever means are readily at hand.

Reap What You Sow
Cost: 2 significant charges.
Effect: Depending upon what kind of break you think the target deserves, you can use this spell to guarantee either an automatic success or an automatic failure on his next crucial dice roll.

I Know What You Did Last Summer
Cost: 3 significant charges.
Effect: Or last night. Or two years ago. Or when you were 10 years old. Or whenever. Basically, this spell gives you a vision of the worst thing the target has ever done. Bear in mind that the target himself may not think it’s all that bad – indeed, it might not be. This spell picks out what you might think his most vile deed is, and who’s to say that your own moral balance is totally on the level? To make the spell work you need to touch the target, or someone or something connected to the event. Of course, if you don’t know what the event is you’re going to have trouble finding the object or other person involved, but it’s fine for confirming any suspicion you have that something bad might have happened.

The Verdict Is In
Cost: 4 significant charges.
Effect: This spell reaches into the minds of 12 random people who know the target and ascertains what they think he deserves most out of life. Then he gets it. If the “jury” is split, not a lot happens. Something good will happen if the overall view is positive, and something bad will occur if it’s negative. When you cast the spell, make another roll. As a loose rule, it’s good for the target if you score under 50, and very good if you get a matched or critical success. It’s bad if you get over 50, and very bad if you get a matched failure or fumble. To determine exactly what happens, you could use a table a bit like the following for ideas. If you roll and get a match, treat it as a result one step closer to 01 or 00. For example, you could interpret a roll of 44 as a result between 32 and 39.

01: The target meets a great partner, lands a great job and dies of old age after a lifetime of happiness and fulfilment.
02 – 07: The target wins the lottery jackpot.
08 – 15: The target will never have a serious injury or illness.
16 – 23: The target meets his perfect partner and they get together.
24 – 31: The target survives a brush with death that would otherwise have killed him.
32 – 39: The target’s next big problem just sorts itself out and goes away.
40 – 47: Events conspire to allow the target to achieve an important goal.
48 – 55: Not much happens at all. Life goes on as normal. Ho hum. Pity about those charges, isn’t it?
56 – 63: An important goal becomes unattainable.
64 – 71: A big problem gets even bigger.
72 – 79: Something happens that destroys a long-term friendship or relationship.
80 – 87: The target is accused of, and then tried and convicted for a crime he didn’t commit. Or maybe one he did commit and got away with.
88 – 99: The target suffers a critical illness or injury, with permanent effects.
00: The target is gruesomely murdered.

This is a powerful spell, but its results are only partly within your control. For instance, you might cast it on a total scumbag and it might dip into the minds of 12 people who think he’s a great guy. However, the GM is likely to modify the second roll quite substantially, depending on the target’s personality, actions and impression that he generally makes. Someone with a lot of enemies had better watch out.

Because I’m Worth It
Cost: 4 significant charges.
Effect: People just feel naturally inclined to do things for you for the next 24 hours. Taxi drivers give you free rides, work mates volunteer to run errands for you and mortal enemies who have you at their mercy decide to let you live this time.

Major Effects
Make your wildest dream come true – you really can get the dream house, stretch limo or gorgeous girl you’ve always deserved. Arrange for another person’s noblest deed or vilest crime to be revisted upon them. Compel someone else to do exactly what you say, including making radical changes to their lifestyle.

What You Hear
Colin Henslow, an English Doormat who lives in some suburb somewhere, is the butt of all the jokes at the office and he’s got a wife who walks all over him. Thing is, he’s worked out some random magick that makes people confess their sins to the ones affected by them the most.

One thought on “The Favoromancer

  1. thanthos says:

    I think this is just that awesome. I love it, even though my opinion may not be worth much- but I love it all the same.

    Reply

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